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post_filter_wet

This postprocess material allows you to create an effect of a reflective wet surface, with water flowing down it. (See how to apply a postprocess material to the selected surface).

Notice
The material is mapped only along the X and Y axes. If a surface is not slanted to any side and completely flat, there will be no water flow on it (only reflection).

post_filter_wet postprocess material

Wet material postprocess

Textures#

GUI name XML name Description Channels
Normal normal A normal map that controls the flow of the water stream down the surface. RG with two components of a normal. The third component is calculated from the stored components.
Reflection reflection Static reflection cube map used for wet surfaces. RGBA

Parameters#

Base Parameters#

GUI name XML name Description
Normal transform normal_transform Coordinate transformation for the normal texture.
  • The 1-st and the 2-nd vector components scale texture coordinates by the X and Y axis respectively.
  • The 3-rd and the 4-th vector components specify an offset by X and Y respectively.
    • To increase/decrease the speed of water flowing down, increase/decrease the multiplier for time in the 4th vector component.
    • To add slant movement (i.e. to offset along X axis as well), specify time in the 3rd vector component.
Normal threshold normal_threshold Threshold for interacting with normals of the mesh surface. It controls if the water does not flow over bottom surfaces (with negative normals along the Z axis).
  • By the minimum value of 0, water flows down all surfaces, no matter what normals they have.
  • By the higher value, the wet postprocess material is not applied for bottom surfaces that face down.
Normal threshold = 0 (all surfaces are wet)
Normal threshold = 2 (surfaces that face down are not wet)
Reflection distance reflection_distance Distance in units up to which no wet process is rendered on surfaces. This option allows to optimize the performance when using the wet postprocess.

Reflection Parameters#

GUI name XML name Description
Normal reflection_normal Multiplier for wet texture normals. It controls the intensity of water flow according to the wet material normal map.
  • By the minimum value of 0, no water flow is rendered (wet normals have no influence on the final image).
  • The higher value, the higher the wet normal map influence and the more visible the water flow is.
Normal = 0 (no water flow)
Normal = 4
Color reflection_color Color multiplier for wet surfaces.
  • White color means no color transformation for wet surfaces.
Scale reflection_scale Multiplier for wet Color.
  • The higher the value, the brighter the color is.

Shading Parameters#

GUI name XML name Description
Fresnel bias fresnel_bias Coefficient that allows to compensate for the Fresnel effect. It sets the minimum necessary reflectance level (i.e. restores reflections to be seen at all viewing angles).
  • By the minimum value of 0, there is no compensation for Fresnel power.
  • Increasing the value leads to more prominent reflections.
  • By the maximum value of 1, reflections are at their maximum and the Fresnel power parameter does not influence the rendered image.
Fresnel power fresnel_power Factor to scale Fresnel effect that defines the amount of reflectance depending on the viewing angle:
  • Low values provide good reflectance even at a large viewing angles.
  • High values provide the reflectance only at a small viewing angle. When looking at a large viewing angle, from above, there are no reflections rendered.
Notice
If the Fresnel bias equals 1, Fresnel power does not apply.

States#

GUI name XML name Description
Mask mask Color mask for the material's auxiliary color. Use this mask to apply a postprocess only to materials with a certain auxiliary color value set.
Last update: 2018-12-17